/Engine/Source/Runtime/Engine/Public/Animation/AnimPhysicsSolver.h
struct FAnimPhysSpring
FVector
Anchor0
Local space anchor positions (in space of Body0 and Body1 respectively)
FVector
Anchor1
FVector
AngularTarget
Target in body0 space for the target axis on body1 to reach.
AnimPhysTwistAx...
AngularTargetAxis
The axis of body1's orientation to match to the angular target.
bool
bApplyAngular
Whether to apply angular spring force.
bool
bApplyLinear
Whether to apply linear spring force.
FAnimPhysRigidB...
Body0
Bodies connected by the spring (Or nullptr for world)
FAnimPhysRigidB...
Body1
float
SpringConstantAngular
Sprint constant for angular springs.
float
SpringConstantLinear
Spring constant for linear springs.
FQuat
TargetOrientationOffset
Extra orientation applied on top of Body0's orientation to the target direction.